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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

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81  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: August 08, 2010, 06:25:53 PM
There are people asking for a repeat of a compo after pretty much every compo, adding the second to last compo to to list every time.  Considering that each compo is turning out to be even more of a success than the last, I think not repeated themes is fine, even though I wouldn't mind a few topics which were done before I joined (not that I really end up making anything for the compos, but that's another story...)

To start throwing ideas out there that will mostly be rejected:  Games based of Folktales.


Ninja Edit: I would like to see an increase in the rate of the compos however.
82  Community / Jams & Events / Re: Mini Jam for Ludum Dare 18 in Cambridge, August 21st-23th on: August 08, 2010, 02:44:42 PM
I only wish there was something like this in Minnesota  Sad

Make sure to look at the rules for the new Ludum Dare Jam; seeing as they allows teams I bet it might be of interest for people meeting up in person.
83  Community / Townhall / Re: The art of logic on: August 06, 2010, 07:16:57 PM
Two suggestions/requests:

I don't know if what you're using support system arguments (ie if you open it via command line the commands you put after the file of the .exe), but if it does if you make the first argument the file path of the image, I believe you can open up an image by just dragging the image to the .exe, which would be easier than renaming files.

Zooming in, please, pretty pretty please  Beg
84  Player / General / Re: HOLY SHIT GUYS STARCRAFT2 IS OUT on: August 06, 2010, 03:27:58 PM
Considering a large portion of my SC1 playing is/was playing with my friends on lan, I see very little reason to buy this game.  It's a shame that just because they can do something means they are.  Imo, if I wanted to make a starcraft 2 mod before I highly doubt I'd want to now.  Great modding tools make gaming communities thrive; it's a shame they're potentially squashing people's interested in modding with their tools.
85  Hidden / Unpaid Work / Re: Artist looking for a coding friend on: August 05, 2010, 06:04:37 PM
You have to remove the www. on your link to your blog for the link to work.
86  Developer / Design / Re: So what are you working on? on: August 05, 2010, 11:01:57 AM
Zelda: Link to the Past style game, please  Beg
87  Developer / Playtesting / Re: Super Crate Box on: July 31, 2010, 09:12:43 AM
Some virus programs falsely (we have to take Yoyo Games' word on this part) report game maker games having a virus in them.  I think it was fixed with later versions of GM, but I'm not positive.
88  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 31, 2010, 09:09:20 AM
Man, I remember the days of framesets and all the people who got pissed off at people who used them.
My school's (high school) website still uses framesets;  Sadly, that's easily not the worst problem with the site.
89  Developer / Playtesting / Re: !i (Not I), [Win+Mac] on: July 27, 2010, 11:52:33 PM
Played AI:
-The fact that the ai would flip the screen was very annoying.  I ended up playing upside-down despite not wanting to simply because I got tired of hitting flip every time it flipped the screen.
-I ended up with both me and the ai having only one person left both on top of towers on opposite sides of the field.  This made it pretty much impossible to hit each other without plowing through the terrain.
-The boxy terrain is rather...uninteresting; I'd prefer a more organic terrain, but that's your choice.
-It'd be nice if they remembered their last firing configuration.
90  Developer / Art / Re: show us some of your pixel work on: July 27, 2010, 10:14:10 PM
Assuming that was supposed to be a pun, I laughed.
91  Developer / Design / Re: Right to Left Gameplay on: July 25, 2010, 09:28:07 PM
My Ludum Dare #14: Wall of Doom, entry, title Mood Fo Llaw had right to left gameplay.  I picked the name Mood Fo Llaw because it was pretty much a game that turned traditional thought backwards (ie, the theme, but backwards  Durr...? ).  You played what was like a boss, a giant tank/tower which rolled across the world right to left crushing houses and fighting planes (with the idea that in a traditional side scroller, you'd be the plane fighting the big tank tower.)  I just checked the LD site, and the download no longer works and all the screens are gone, and I made it on a different computer, and never loaded it on my current laptop. So it's not really an option to play, not that the game was really any good in the first place.


Also, the whole Japanese read right to left thing is a bit of a misnomer.  English is written left to right, with lines going from top to bottom. Japanese write in that same manner on many occasions (websites and textbooks are good examples), and on others will write top to bottom, with lines going right to left.  So in fact Japanese do not write right to left with lines going top to bottom, as many people assume, and it's not weird for Japanese to instinctively chose a left to write style, since that is used commonly in their culture.

That positives integers thing is probably a big reason for the trend to be set.
92  Player / General / Re: Inception. (DON'T READ THIS IF YOU HAVEN'T SEEN IT) on: July 25, 2010, 09:09:22 PM
They should have pulled a reverse it's all a dream.  Cobb and Mal are the only real characters and it is Cobb who went insane, planted the idea that their world (which bends to their will) is a dream into Mal and that they have to "return to reality."  Would've been much more of a plot twist then a possible "it's all a dream."

Plot Holes:
-Why does the kick thing need to be sequenced?  If one layer is a dream which contains a dream, shouldn't the hole thing collapse if you kick the top layer?
-How does using the dream machine in the ice level bring them to limbo?
-Even more so, why do they even have a dream machine on the ice level?
-How did Cobb and Mal end up in Limbo in the first place?

Side note: As for being stuck in Limbo, I think how it goes is that you can't wake up by dieing since the drug to make them sleep is so strong, so that when you die, you get stuck in a limbo state where there is no predestined dream, and you live in that world an incredible amount of time for only a small amount of time passing in the real world.
93  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 25, 2010, 08:17:57 PM
I only get the loading circle  Angry
(using chrome, no idea why it doesn't work, left it open long enough that is really should have loaded with ease)

Edit: Tried again later, worked.
94  Community / A Game by Its Cover / Re: [AGBIC] Unspoken World (working title?) on: July 25, 2010, 06:27:10 PM
I haven't been working on this.  I've found that I still need to learn a bunch more with Unity in order to really make anything worth playing, and I also haven't been devoting the time to it I should be, so I doubt this will be completed before the deadline.  I wish the other group that chose this same cartridge best of luck though.
95  Community / Indie Brawl / Re: World of Goo Stage - Fisty's Bog on: July 24, 2010, 09:48:19 PM
Well, those aren't exactly the buildable type in WoG, but I think that would be the best way to distinguish them from the item easily, so I say that's good.
96  Player / General / Re: TIGSource Steam Group Invites (Post a LINK to your Steam ID Page!) on: July 23, 2010, 01:51:28 PM
At risk of turning this into a long drawn out internet discussion, this is how I view it: I shouldn't use an apostrophe if the other I'm referring to is urls.  However I was referring to other people's pages, in which case the other is possessive of the urls.  Though perhaps the apostrophe should be after the s in that case, I'm not sure.


At any rate, thanks for the tip, http://steamcommunity.com/id/Laremere/ now works Smiley
97  Player / General / Re: Possible TIGers online multiplayer game meet-ups? on: July 23, 2010, 01:00:09 PM
Minecraft will be fun, once multiplayer survival is around it will be a must do.  Those who haven't payed could play the sandbox mode which is still free I believe.

So, I do want some feedback in what day of the week would work best for everyone?
98  Player / General / Re: TIGSource Steam Group Invites (Post a LINK to your Steam ID Page!) on: July 23, 2010, 10:36:33 AM
http://steamcommunity.com/profiles/76561198018090317

Huh, why is my id page so different in url than other's?
99  Player / General / Re: Possible TIGers online multiplayer game meet-ups? on: July 23, 2010, 08:08:41 AM
TF2 would be fine.  Like I said, it'd be preferred if games are free, but they don't have to be.  Only thing I'd like to avoid in the games list is something like: TF2, Quake, Halo, TF2, Minecraft, Quake, Halo, TF2, etc...
100  Player / General / Possible TIGers online multiplayer game meet-ups? on: July 22, 2010, 08:20:56 PM
So awhile ago I was thinking how it'd be cool to play Transformice with fellow TIGers.  The main problem with this is getting enough people to play the same game at the same time.  If one gets past the problem of coordinating people to play the same game at the same time, then I think that playing games with people you see here and there on the forums could be allot of fun.

My basic idea as for how it would work would be the following:
-An online multiplayer game of any size as long as TIGers can locate each other.
-Preferably Indie, though if medium or large size studio game is really itching for a play, that's fine too.
-Preferably free so that everyone can hop right in, or if not free, then have a free alternative so those tight on cash don't get left out.
-Depending on popularity and number of games we want to play, every few weeks or so.
-I would assume it would work best to hold it on weekends, over the course of one day.
-So that people in different time zones don't get left out, having two or three different start times over the course of the day.  You could join or leave the game at whatever times you wish, but the main purpose of the start times would be for times you'd want to join with everyone else.  This way instead of a lower population all day long, you could get high populations spikes leading to players actually seeing each other.  
-It'd go as long as people want to continue playing the game.
-The next game to be played would be voted on and announced with at least a few days warning.
-If possible, have someone host a teamspeak server or some other voice chat.  I want to see what happens when a bunch of people have voice chat on Transformice, but that's just me.
-Games can be repeated, but only as long as there is time in between, and it's not smudging out the possibilities of other games which haven't had a chance to go yet.

Game idea list (none of these are sure fire selections, just possibilities to vote on)
Minecraft (possibly should wait till release of multiplayer survival)
Transformice
Gang Garrison
Teeworlds
Infinite Blank

Many other options on: http://db.tigsource.com/top?multiplayer=1

Any ideas on how to improve this?
Would you be up for it?
Any game suggestions?
What day of the week would work best for you?
Do you have a good name for it?
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